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Voice to text conversion with keyword parse and match to semantic and transactional concepts stored in a brain pool state machine using word distance to generate character model interaction in a plurality of dramatic modes

a technology of voice to text and character model, applied in computing models, instruments, electric/magnetic computing, etc., can solve the problems of crude and awkward character-to-character interaction, character interaction with other characters or players, and silent films quickly went extin

Inactive Publication Date: 2010-06-08
BRAINPOOL
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0018]In a similar way, Protagonist can generate continuous action, enabling the creation of a new generation of video games, educational applications, and animated entertainment. These applications are capable of continuous play with rare repetition. Each interaction with a Protag is a unique performance by the Protag, who, in turn, compels a human to perform.
[0020]You, the human, are the Protagonist. The story revolves around you. And no one knows how it will turn out. Protagonist can generate continuous dramatic action. Each interaction with a Protag is a unique performance by the Protag, who, in turn, compels the player to perform.
[0023]As in a movie, confronting an interactive criminal may lead to violence, negotiation or confession, while an interview with a Zen master can offer valuable insight into your situation.

Problems solved by technology

Though the medium was immensely popular, the moment Al Jolson spoke and sang in The Jazz Singer, silent films quickly went extinct.
Despite the advances in graphic animation quality, characters' interactions with humans and character-to-character interaction remain crude and awkward.
In current interactive entertainments like The Sims, or Grand Theft Auto, character interaction with other characters or players is limited in the same way early film was limited: Gestures are broad and overstated and characters speak in cartoon bubbles.
Similarly, training simulations and e-learning applications suffer from the limitation of not addressing the verbal nature of human interactions, despite the fact that the majority of human interactions are verbal.

Method used

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  • Voice to text conversion with keyword parse and match to semantic and transactional concepts stored in a brain pool state machine using word distance to generate character model interaction in a plurality of dramatic modes
  • Voice to text conversion with keyword parse and match to semantic and transactional concepts stored in a brain pool state machine using word distance to generate character model interaction in a plurality of dramatic modes
  • Voice to text conversion with keyword parse and match to semantic and transactional concepts stored in a brain pool state machine using word distance to generate character model interaction in a plurality of dramatic modes

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Embodiment Construction

[0044]An embodiment of the invention is known as Protagonist. Protagonist may be implemented as software executed using a computer system.

[0045]FIG. 1 shows a system of the present invention. In an embodiment, the invention is software that executes on a computer workstation system, such as shown in FIG. 1. FIG. 1 shows a computer system 1 that includes a monitor 3, screen 5, cabinet 7, keyboard 9, and mouse 11. Mouse 11 may have one or more buttons such as mouse buttons 13. Cabinet 7 houses familiar computer components, some of which are not shown, such as a processor, memory, mass storage devices 17, and the like.

[0046]Mass storage devices 17 may include mass disk drives, floppy disks, magnetic disks, optical disks, magneto-optical disks, fixed disks, hard disks, CD-ROMs, recordable CDs, DVDs, recordable DVDs (e.g., DVD-R, DVD+R, DVD-RW, DVD+RW, HD-DVD, or Blu-ray Disc), flash and other nonvolatile solid-state storage (e.g., USB flash drive), battery-backed-up volatile memory, tap...

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Abstract

A system and method is disclosed that supervises the behavior of interactive characters using dynamic, fuzzy, social rules. These characters, called Protags, resemble human beings and are modeled after universal characters and story motifs. Protags respond to input from speech recognizers, text based natural language recognition systems and manipulation of objects in the virtual world in which these characters reside.

Description

CROSS-REFERENCE TO RELATED APPLICATION[0001]This patent application claims the benefit of U.S. provisional application 60 / 766,114, filed Dec. 30, 2005, which is incorporated by reference along with any other references cited in this application.BACKGROUND OF THE INVENTION[0002]The present invention relates generally to the fields of Interactive Characters and social interaction, and in particular to a system for creating and supervising the behavior of these characters.[0003]In 1966, Joseph Weizenbaum at the Massachusetts Institute of Technology, Cambridge, Mass., developed Eliza, a program which made natural language conversation with a computer. Eliza did this using a relatively simple process.[0004]The benefits of interactive characters are substantial. Interactive characters have increased comprehension by eighty-two percent and by ninety percent when accompanied by bulleted text summaries.[0005]Sixty-four percent of users prefer receiving information from interactive characters...

Claims

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Application Information

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IPC IPC(8): G06F17/10G06F17/20G06F17/27G06N7/08G10L15/02G10L15/14G10L15/26G06F40/00
CPCG10L15/1822G10L2015/088
Inventor HAIRMAN, ROBERT
Owner BRAINPOOL
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